Explosive Grenade Launcher

From MCM Combat Operations
Jump to: navigation, search
Mech Weapon
Grenade Launcher
Type Technological
Damage Type Explosive
Heat 6
Ammo 100
Rate of Fire 1s cycle time
Burst Length 1
Damage 100
Trigger Type Timed Fuse
Range 60m
Projectile Velocity 20m/s
Hard-mount Bandit
Included with Bandit
Mount Points Stomach
Cost 1
Damage per Second 100
Heat per Second 6
Damage per Heat 16.67
Damage per Cost 100
DPS per Cost 100


Creator's Notes

The Bandit Grenade Launcher is a short to medium range lob weapon, launching a payload in an arc in front of the mech a short distance. The main strength of this weapon is not only in it's ability to deliver several different payloads, but also in it's unique nature. In effect, it can be thought of as a light artillery weapon. However, unlike most artillery, the projectile does not detonate upon impact with the terrain or obstacles. Rather, it has two methods of detonation. First and foremost, it the grenade impacts another mech, it will detonate immediately. However, if it does not come in contact with another mech, a timer will trigger the weapon's detonation after a short delay, typically just over one second. This means that it's possible to rebound the projectile off of objects, or bounce it against walls and around corners. This allows the Bandit to potentially punish opponents for hiding behind cover with several bounced grenades into their hiding position. This means that it's also possible to use the weapon in a sort of 'air-burst' mode. As the pilot is able to control the weapon's trajectory by elevating their aim up and down, a skillful pilot can cause the grenades to detonate before reaching the ground, potentially catching air-born targets in the blast. This works well in conjunction with some of the weapon's grenade options, allowing a pilot to create a temporary 'no fly zone'.

Like many other lob weapons, the grenades carry the momentum of the mech's movement. This means, firstly, that firing while on the move can increase the weapon's range, allowing shots to reach a surprising distance. Combined with the Bandit's high base ground speed, the normally very short ranged weapon can become a very effective light artillery unit. This also allows for pilots to angle their shots to the sides quite easily. This combined with the ability to launch a second shot into the air before the first detonates on it's timer allows the Bandit to create a near-constant rain of explosive shells on enemy positions from a surprising distance.

The Explosive Grenade is, just as it says on the tin, an explosive device with high damage and a decent AOE. This is the grenade launcher's best choice for dealing high direct damage. With it's decently fast re-fire rate, this weapon can be punishing to any opponent caught out in the open, even from a considerable distance, against a skilled Bandit pilot. With it's short lob, it can also be quite effective against closer opponents, if a bit tricky to score direct hits with. Again, the ability to control the angle of the weapon's launch, as well as rebounding the projectile off of objects, becomes key against close-up targets. Firing the weapon at the ground right in front of an opponent can cause the grenade to bounce right up into the target, or firing right in front of the Bandit can send the weapon in a low arc across the ground.